/Engine/Source/Runtime/Engine/Classes/Components/SkeletalMeshComponent.h
Add a collision source for the cloth on this component. Each cloth tick, the collision defined by the physics asset, transformed by the bones in the source component, will be applied to cloth.
void AddClothCollisionSource ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InSourceComponent, [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) * InSourcePhysicsAsset )